env_lensflare
env_lensflare
is a point entity available in Black Mesa. It creates a lens flare that can be used to represent bright light sources.
Represented by class CLensflare
.
Contents
Keyvalues
- Name
(targetname)
<targetname> - The name that other entities refer to this entity by.
- Parent
(parentname)
<targetname> - The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
- Pitch Yaw Roll (Y Z X)
(angles)
<angle> - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- File
(FlareFile)
<string> - Optional - file defining the lens flare. Note: Hammer's parameters overwrite the file's parameters.
- Distance attenuation
(FlareAttenuation)
<float> - Distance where lensflare will be invisible. 0.0 if not attenuation with distance
- Flare Type
(FlareType)
<choices> - Normal: normal lens flare (Pitch,Yaw,Roll not used) ------ Sun Flare: set the same Pitch,Yaw,Roll that the one from the sun light_env. That will define the position of the sun. the actual position of this entity is not used.
- 0: Normal
- 1: Sun Flare
|
- Appearance
(FlareStyle)
<choices>
Light Appearances Literal Value Description Sequence Preview 0 Normal m
10 Fluorescent flicker mmamammmmammamamaaamammma
2 Slow, strong pulse abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba
11 Slow pulse, noblack abcdefghijklmnopqrrqponmlkjihgfedcba
5 Gentle pulse jklmnopqrstuvwxyzyxwvutsrqponmlkj
1 Flicker A mmnmmommommnonmmonqnmmo
6 Flicker B nmonqnmomnmomomno
3 Candle A mmmmmaaaaammmmmaaaaaabcdefgabcdefg
7 Candle B mmmaaaabcdefgmmmmaaaammmaamm
8 Candle C mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa
4 Fast strobe mamamamamama
9 Slow strobe aaaaaaaazzzzzzzz
12 !FGD Underwater light mutation mmnnmmnnnmmnn
- Size of Glow Proxy Geometry.
(GlowProxySize)
<float> - Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered.
- Flare 01 texture
(Flare01_texture)
to Flare 20 texture(Flare20_texture)
<string> - image of the lens - if empty the flare doesn't exist
- Flare 01 parameters
(Flare01_params)
to Flare 20 parameters(Flare20_params)
<string> - parameters - example : DISK 1.0 10 10
See below for more details.
- Flare 01 intensity
(Flare01_intensity)
to Flare 20 intensity(Flare20_intensity)
<vector> - intensity of the flare - example : 1.0 1.0 1.0
Sets scale of intensity in three independent numbers, used number depends on the player's camera deviation.
- First number sets when player look at entity center.
- Second number sets when player camera have slight deviation.
- Third number sets when player look far away from entity center.
|
- Flare 01 sizes
(Flare01_sizes)
to Flare 20 sizes(Flare20_sizes)
<vector> - intensity of the flare - example : 1.0 1.0 1.0
Sets scale of size in three independent numbers, used number depends on the player's camera deviation.
- First number sets when player look at entity center.
- Second number sets when player camera have slight deviation.
- Third number sets when player look far away from entity center.
|
- Flare 01 color
(Flare01_color)
to Flare 20 color(Flare20_color)
<color255> - color factor of the texture - example : 255 255 255
Base:
- Parent
(parentname)
<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment]
)Tip:Entities transition to the next map with their parentsTip:phys_constraint
can be used as a workaround if parenting fails.
- Origin (X Y Z)
(origin)
<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.Note:Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
(angles)
<angle> - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.Note:This works on brush entities, although Hammer doesn't show the new angles.
- Classname
(classname)
<string> !FGD - Determines the characteristics of the entity before it spawns. Tip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Spawnflags
(spawnflags)
<flags> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects
(effects)
<flags> !FGD - Combination of effect flags to use.
- Entity Scripts
(vscripts)
<scriptlist> (in all games since ) (also in ) - Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Scripts executed on the worldspawn entity will be placed in root scope.
- Think function
(thinkfunction)
<string> (in all games since ) (also in ) - Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)
<boolean> (in all games since ) !FGD - Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target
(is_autoaim_target)
<boolean> (in all games since ) !FGD - If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
Inputs
ColorRedValue
- Sets the red color channel's value (0 - 255).
env_sprite
it does nothing.ColorGreenValue
- Sets the green color channel's value (0 - 255).
env_sprite
it does nothing.ColorBlueValue
- Sets the blue color channel's value (0 - 255).
env_sprite
it does nothing.SetScale
- Set the lensflare's scale (0 - 8.0).
HideLensFlare
- Hide the lensflare. Won't be drawn until the 'ShowLensFlare' input is received.
ShowLensFlare
- Show the lensflare.
ToggleLensFlare
- Toggle the lensflare between hidden and shown.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string> (in all games since ) (also in )- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since ) !FGD- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
Outputs
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
Flags
- [
1
] : Start on
- [
2
] : Play once
Lens Flare Properties
An individual env_lensflare
can support up to 20 flares. Each flare have different properties that can be customized.
Texture
The texture property sets the material used by the flare. It is a path to a VMT file relative to the materials
folder, without the file extension. Common flare materials are located in the effects/lensflare/
folder. Any material can be used as a lens flare, but flare materials should preferably use UnlitGeneric
and be $additive
.
Parameters
The parameters property controls the appearance of the flare. Parameters take the following form:
TYPE parameters
The following lens flare types can be used:
DISK
A screen space flare that gets stronger when the player looks directly at the env_lensflare
, and weaker as the player looks away. It takes three parameters.
The first number - how strong a image will move away from screen center. With 1 it will attached to screen center. If 0 - will stay at env_lensflare
center. Negative number will mirror effect that do positive number.
The second number - distort a image along the axis Y. Doesn't work with negative numbers.
The third number - distort a image along the axis X. Doesn't work with negative numbers.
|
BOW
An effect that uses an image and distorts it between center of screen and env_lensflare
center. It takes one parameter. Doesn't work with negative numbers.
The first number - change a picture scale.
|
CLA
This effect looks like copy of DISK. It use same parameters.
|
DISKH
An effect that uses an image and moves it along the X axis. It takes four parameter.
The first number - how strong the image will move away from screen center along the axis X. If number is 0 - it will stand at env_lensflare
center. With 1 it will attached to screen center. Negative number will mirror effect that do positive number.
The second number - distort the image along the axis X. Doesn't work with negative numbers.
The third number - distort the image along the axis Y. Doesn't work with negative numbers.
The fourth number - change position of a image along the axis Y. If positive number - be higher, if negative number - be lower.
|
RAY
An effect that uses an image and scale it. It takes two parameter. Doesn't work with negative numbers.
The first number - distort the image along the axis Y.
The second number - distort the image along the axis X and Z.
|
Lens flare creation tips
There is no preview in Hammer for lens flares, there is also no UI editor for lens flares. The developers recommend to use their lens flares, or use their lens flares as base for your own. You can create your own lens flares from scratch by following these steps:
- 1. Open the developer console.
- 2. Enter in the console
sv_cheats 1
. - 3. Enter in the console
ent_fire YourLensFlareName addoutput "FlareNUMBER_params ParameterName VALUES"
. - 4. Save and load the save.
After load save you will see changes, so, with this you don't need to recompile your level to see how your lens flare will looks like.
Bugs/Limitations
Hard edges on Vulkan
Necro Patch added official support for Vulkan. This issue was found in public beta versions of this update, but the developers ultimately did not fix it.
Lens flares render behind viewmodel
and not vice versa
Not a bug, but this is not what you expect from real life, was fixed in Half-Life 2: Inhuman.
Sun flare incorrect work with point_viewcontrol
Sun flare change position in sky when player move, this affects to what show point_viewcontrol
when it's enabled. If you want to see in your background level sun flare - place player on needed position. If your point_viewcontrol
moves - attach player to it.
User can disable lens flares and see defect
In graphics settings user can turn off all flares, keep in mind this to escape situations like in the picture. Add sprites or corresponding skins, paint sun on your skybox if don't plan to use newLight_Dir
.
Doesn't work with 3D Skybox
Don't use env_lensflare
in your 3D skyboxes, 3D skybox will not show flares.
Sun flare render through 3D Skybox objects
Unlike env_sun
sun flare render through any object pasted in 3D Skybox environment. Keep in mind this before you will create 3D Skybox.
Clear example (the missiles is 3D Skybox objects).
In bs_c3m2b level from Black Mesa: Blue Shift. Here sun behind clif, so, player should not see it technically (this is what happen with
env_sun
here).
Incorrect work with -tools
If you don't use Full Screen
- lensflares will be displayed offset from where they initially should be.
See also
newLight_Point
newLight_Spot
newLight_Dir
NewLights_settings
env_cascade_light
- New_Specular
- Lighting
- Adding Light
- Intermediate Lighting
- Advanced Lighting
- env_sprite
- BlackMesa XenEngine: Part2 – How a Frame is Rendered (page from Black Mesa developer about new graphics features)
- BlackMesa XenEngine: Part1 – Heavily Modified Source Engine (page from Black Mesa developer about Black Mesa engine, better known as Xenengine)